Fix constraints resolution with non-identity relative collider position.
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@@ -66,20 +66,22 @@ impl VelocityGroundConstraint {
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let mut rb1 = &bodies[manifold.body_pair.body1];
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let mut rb2 = &bodies[manifold.body_pair.body2];
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let flipped = !rb2.is_dynamic();
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let force_dir1;
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let coll_pos1;
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let coll_pos2;
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if flipped {
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coll_pos1 = rb2.position * manifold.delta2;
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coll_pos2 = rb1.position * manifold.delta1;
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force_dir1 = coll_pos1 * (-manifold.local_n2);
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std::mem::swap(&mut rb1, &mut rb2);
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} else {
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coll_pos1 = rb1.position * manifold.delta1;
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coll_pos2 = rb2.position * manifold.delta2;
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force_dir1 = coll_pos1 * (-manifold.local_n1);
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}
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let mj_lambda2 = rb2.active_set_offset;
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let force_dir1 = if flipped {
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// NOTE: we already swapped rb1 and rb2
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// so we multiply by rb1.position.
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rb1.position * (-manifold.local_n2)
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} else {
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rb1.position * (-manifold.local_n1)
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};
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let warmstart_coeff = manifold.warmstart_multiplier * params.warmstart_coeff;
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for (l, manifold_points) in manifold
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@@ -144,15 +146,15 @@ impl VelocityGroundConstraint {
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let manifold_point = &manifold_points[k];
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let (p1, p2) = if flipped {
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// NOTE: we already swapped rb1 and rb2
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// so we multiply by rb2.position.
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// so we multiply by coll_pos1/coll_pos2.
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(
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rb1.position * manifold_point.local_p2,
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rb2.position * manifold_point.local_p1,
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coll_pos1 * manifold_point.local_p2,
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coll_pos2 * manifold_point.local_p1,
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)
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} else {
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(
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rb1.position * manifold_point.local_p1,
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rb2.position * manifold_point.local_p2,
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coll_pos1 * manifold_point.local_p1,
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coll_pos2 * manifold_point.local_p2,
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)
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};
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let dp2 = p2 - rb2.world_com;
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